Tiufal
Tiufal
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- Tiufal
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2755098#Comment_2755098
How about not writing uncecessarely comments no one asked for?
Nah you asked for it by opening another threads that just adda no content to the forums. it just make you look like some kid that has nothing else to do than recreating the same threads day by day.
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How about stopping to open threads about hackers every day?
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Thats what bad players would say.
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@Gigante said:
Dead Hard is the most pathetic perk for survivors, the only condition for its use is being injured and you can use it as many times as you want while you're injured. At high ranks people don't even bother to heal themselves because they know they have a second chance at any time.
The mechanic of activating this perk should change, as the absurd amount of times the killer must deal with this perk dozens of times in the same match is ridiculous.
Quite nothing of this is right. You cant use it indefinitely due to exhaustion. Means if the killer is good its limited to 3x. Several situations can just ignore DH though (exposed, exhaustion). At high ranks people heal the same amount as in low ranks, theyre just more efficient in doing this at appropiate times. the funny thing is, if survivors are good they can utilize lithe or sprint burst as good as DH, but no killer cries about this now. but they will if DH gets changed, and the cry circle starts again.
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Another perfect example of forum users reading what they want to read.
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Killers dont need more than a little help. Most players are just bad and need some kind of gamesense. If I see killers with thousand hours running around pallets til bloodlust kicks in, its hilarious. thats the average dbd killer skill and like 90% of the playerbase and literally 99% of the killlers crying on the forums.
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So hitting players now requires skill? Amazing.
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@Myla said:
https://forum.deadbydaylight.com/en/discussion/comment/2752076#Comment_2752076
Take a look at before and after licenses drop and then player population.
Yeah do that. And you see nothing of matter.
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@FeelsBadMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2752076#Comment_2752076
Actually there is a rather obvious point to proof this theory: go check the steam number of players before and after the RE chapter release last year. The only reason WHY DBD is so successful is the huge amount of licenses and the new players those bring in with them.
I won't disagree with the game could really use more QOL changes and improvements than actual content ones but lets be real: the chapters, especially the licensed ones is where DBD gets its players/money from. So they won't ever stop doing them.
Maybe take a look at player numbers and licences as general. It doesnt verify that point in any way.
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@Myla said:
https://forum.deadbydaylight.com/en/discussion/comment/2750611#Comment_2750611
It does. How do you think this game lasted this long despite being a perfect game with great balance?
You have exatly no point to proof your theory.
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@grayon444 said:
The last big gameplay mechanic which was the endgame collapse was over 2 years ago.
And no boon totems dont count as they are only perks.
Its always the same thing that we have been doing for the past 5 years. Sit on a gen and hold M1 with the occasional skill check.
Its getting really tiring. I hope gens are the next big thing to be reworked.
Thats how games work.
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@Dionysus42 said:
This won't be the case until they go up every match by a constant amount. As it is a poor player can keep not getting pips or losing them and never go up. For some reason the devs keep saying this (see recent Mandy posts). It is objectively not true.
Nah the statement is totally true. As bad player you play at "bad" MMR, meaning you can pip well on your level, but youre still not a good player as you get easily to higher grades.
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Are there ever some arts coming with a true message? Or will there be always this nonsense in every art?
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@Myla said:
It does need content to stay alive player base wise. As a game though? Yeah it doesn't really need content anymore.
It does not.
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It wont get a change faster if you create more threads every day with different accounts.
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Bloodpoints are neat, but wouldnt have been my choice. I hoped for a good amound of shards, which are already far too hard to get in relation to the amount of cosmetics they could be used for.
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How about we stop telling this urban legend about ruin being changed due to overuse?
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@Myla said:
https://forum.deadbydaylight.com/en/discussion/comment/2742643#Comment_2742643
Here
https://www.youtube.com/watch?v=mUuMmXhgTnc
Even then this is common sense. How do you think Dead by daylight survived when this game was so terrible years ago? Compared to now.
Thats nothing to do with licences holding playerbase alive, like you said. In fact, since Nemesis and Cenobite the playerbase decreased, even after Pyramidhead the playerbase decreased a little, which shouldnt be the case due to you logic. In fact last player increase came with the release of Trickster, an original character (even though it was likely due to anniversay event). There is no proof that if they stopped pumping out characters the game would die.
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@Myla said:
Nope. As soon as they stopped adding characters the game will die. I want the game to dedicate a whole chapter to fixing the game but you know just being realistic about the whole thing. They need licensed killers to keep the player base alive.
I doubt you have any proof for this conclusion.
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@BlighTown said:
Finally a killer that feels like a threat towards survivors but they'll complain a lot and soon we will see unnecessary nerfs for The Artist and Dead Man's Switch🤦
Its kinda hilarious to see how poor the gamesense of forum user can be. If you dont see an issue here, theres no help for you.
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Its actual just some kind of rng. Maybe you will start revealing him while not even knowing where he is, or just follow him and nothing happens.
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How about not just reading what you want? Otherwise your post should have loooked like this:
Community: Please do something about the insane amount of cheaters.
Devs: Fixed a vulnerable instance for hackers.
Community: Please buff some bad addons for different killers.
Devs: Buffed severeal killer addons.
Community: Please remove / improve the SBMM system because it's a terrible system.
Devs: Showed the way its gonna be handled in the future.
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Money for something you achieved by playing? Makes no sense.
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So youre a bad Nurse. Dont see anything noteworthy here.
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First, DH isnt that much used at all. Second, Pinky Finger is one of the most broken addon out there for years. Third, who cares for worst design killer ever?
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Horror games lose their feeling the more often you play it. Nothing new. Despite that DbDs most exciting part IS chasing, for both sides. Nobody wants to play hide and seek the entire game where nothing else happens. And survivor isnt as easy as everybody wants to make it look like. Its by far more frustrating by now with all those poor plays of killer tunneling, camping and slugging.
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@Canas said:
Whoever said that camping makes you a "bad" killer has to be a survivor main, it's by far the most viable strategy a killer has at his disposal.
https://us.v-cdn.net/6030815/uploads/BIPAAMLFRN5N/camping-gets-the-job-done.png
Sure, it can seem a bit boring and dull but so is the constant genrushing, this is just my take on "killrushing". You want this to stop or change? First nerf survivors then we'll talk.
Someone whos saying camping is the most viable strategy obviously has no idea how to play killer properly. Typical case of git gud.
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Its jsut broken on Artist. And thats enough.
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@landromat said:
And only after SBMM and half year of data gathering they find out there is *gasp* 15% escape rate difference between swf and solo at high level.
Better late then never huh?
I really wish we had devs who have feeling of their own game without needing of gathering years of data to make changes
Always a pleasure to see the forum misusing numbers to their own benefits.
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@AngyKiller said:
Because changing code is not that easy?
Because they have to be sure the changes they make are actually ones they want to make?
Yeah its pretty hard to change a number in the code. Sure.
There are just no people working on balance alone. Thats it.
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How many more threads like this do you want to open? YES!!!
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Yeah go play survivor and learn how bad its there.
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They obviously have no staff working on balance alone.
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Thats not how the Beta-Tab works.
They just need a constant PTB Server and would open it like two weeks per month. Then have two weeks to look at the numbers and change them again or implement new features to test out. PTBs like this are literally not worth it to switch between live and PTB for some hours and vice versa. But I guess they dont have the staff to do work on balance like this. Otherwise there wouldnt be so little changes on perks and so on. Like it doesnt take much time to just change some numbers at least.
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If you think Pinky Finger was fine you already disqualified yourself for further discussion.
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So camping them doesnt help ypu in any way to get better, and youre just punishing someone innocent.
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So its literally just gotten easier over the years to play killer. So why should it be worse now, with nothing that will change?
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2729796#Comment_2729796
You can't atm because dead hard validation will eat the extended lunge.
But oh no a perk with a max of 5 uses could counter 1 perk from survivors.
There is no validation if you lunge into a survivor thats out of its animation. I guess you dont understand how to handle this right.
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@Canas said:
This perk will remain worthless as long as Dead Hard exists. Doesn't matter how long your lunge is if the survivor can see your attack coming even earlier.
You dont understand that you could completely out-lunge DH?
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If the only thing you can do is using "legit strategies" as Twins, i dont mind them being gutted every day.
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Yeah as well as Buckle Up.
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Probably a regional issue. I have seen 2 hackers the past year in my own games and about 4 or 5 in games of streamers i watch regularly.
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@BubbaDredge said:
Haaave ya met my friend Tunneling?
When survivors are popping gens too fast, you have to kill faster or they'll escape. Killing efficiently means going after who's closest, going after who's less skilled, going after who's already wounded, going after those closest to death. This is how predators hunt.
Rotating who you hook is a nice thing when playing against survivors that don't play as well as you, but when you're playing against a team that wins easy, they will if you don't make it harder.
You get to a point as killer where skill alone doesn't win you games unless the survivors make mistakes. That's when you have to start using strategy.
That has absolutely nothing to do with the opening post. And is just false too.
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Best design? HOW? Its just the survivor predrops the palett, you put crows into the loop and the survivors has to run to the next loop. Rinse and repeat. And then killer complain about survivors predropping pallets and holding W. The gameplay against her is the most boring ever.
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You will only get the same responses as in those threads. This is unfun, this is bad, this is unbalanced, even though most of it is just solved by "git gud".
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@iThe1One said:
https://forum.deadbydaylight.com/en/discussion/comment/2725348#Comment_2725348
I'm not letting them do anything else BUT 3 genning, they eventually give up and do that gen in the distance that I'm ignoring on purpose to force a 3 gen, Doctor + maxed out terror radius + Oppressions + Overcharge, they simply can't do those 3 gens that are closest if I don't want them to do them as I just ping-pong from one to another.
Like I said, then those arent good players.
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Here we go again. Just copying threads day over day doesnt make it becoming the truth.
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If you would play against good players the games wouldnt last that long, nor wouldnt they even 3gen themselves. Also grades dont equal to skill, esp. if theyre in SWF. Also you could easily adapt to this playstyle if you would try to get better instead of relying on salty gameplay. This just looks like some of those daily whiny killer threads. I guess some people are just recreating accounts to have a kind of self fullfilling prohecy going on here. Its really fishy these days.
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Whats should a BP based ranking change? As survivor its not in your power how much BP you get, its under full control of the killer player. So a ranking system of this kind is completely impossible to establish.
The actual MMR system doesnt reflect the playstyle of DbD. All that matters is 4k and Exit-Escape. Thats just a sooo small part of how games can end, that its inaccurate by default. If youre a teamplayer and want to get out your mates, your doomed to fall in MMR to the bottom if you sacrifice yourself for your team. On killer side, if you just play with all those "legit strategies" getting 4k is pretty easy, but doesnt make you a skilled player and you will just rise more and more until you get extremely outskilled. You can just compensate much skill with those "strategies", that are dumb to no return.
The emblem system was the easiest way to make a good base for a multilevel matchmaking system. Tweaks to them would have been badly needed, but shouldnt been so hard to implement, mostly. Then you would just add playtime/player level/devotion to ensure new players arent matched with veterans, and you basically have a full working matchmaking (if you think of 4 solos being matched). For SWF the matchmaking would just have been returned to the good old average, thats what worked best the past years.